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In 2000, [[Microsoft]] acquired Bungie, moving the team from Chicago to Washington State. Jones recalled that the buyout was a "blur [...] We'd been talking to people for years and years—before we even published ''Marathon'', [[Activision]] made a serious offer [to buy us]. But the chance to work on [the Microsoft [[Xbox (console)|Xbox]] console]—the chance to work with a company that took the games seriously. Before that we worried that we'd get bought by someone who just wanted Mac ports or didn't have a clue."<ref name="history of bungie billion dollar donut">{{cite web |url=http://www.bungie.net/inside/history.aspx?link=oni |title=Billion Dollar Donut: Halo CE |website=[[Bungie]] |access-date=October 8, 2007 |url-status=dead |archive-url=https://web.archive.org/web/20080426200333/http://www.bungie.net/inside/history.aspx?link=oni |archive-date=April 26, 2008}}</ref> Around the same time, a glitch in versions of ''Myth II'' was found to entirely erase a player's [[hard disk drive|hard drive]]; this led to a massive recall of the games right before they shipped, costing Bungie nearly one million dollars.<ref name="history of bungie billion dollar donut" /><ref name="game icons">{{cite video |people=Bungie |date=October 12, 2004 |title=Icons: Bungie |url=http://www.wraith-ops.com/hbomirror/Bungie_Icons.mov |publisher=[[G4 (U.S. TV channel)|G4TV]] |format=[[.MOV|MOV]] |access-date=March 14, 2008 |url-status=dead |archive-url=https://web.archive.org/web/20080411182932/http://www.wraith-ops.com/hbomirror/Bungie_Icons.mov |archive-date=April 11, 2008}}</ref> Composer [[Martin O'Donnell]] said that this recall created financial uncertainty in the studio, though accepting the offer was not something "Bungie had to do."<ref name="bungie podcast- odonnell">{{cite web |last1=O'Connor |first1=Frank |last2=Smith |first2=Luke |author-link2=Luke Smith (writer) |date=December 12, 2007 |title=Official Bungie Podcast 12/12/2007: With Martin O'Donnell |url=http://www.bungie.net/Inside/content.aspx?link=bungiepodcasttime |website=[[Bungie]] |access-date=February 28, 2008 |url-status=dead |archive-url=https://web.archive.org/web/20080331164029/http://www.bungie.net/Inside/content.aspx?link=bungiepodcasttime |archive-date=March 31, 2008}}</ref> Jones and Seropian refused to accept Microsoft's offer until the entire studio agreed to the buyout.<ref name="game icons" />
''Combat Evolved'' was highly successful, selling more than a million units in its first six months and driving Xbox sales.<ref name="foxnews-halo 3">{{cite news |last=Moreno-Salazar |first=Quibian |date=October 9, 2007 |title=Microsoft Bets Big on Halo 3 |url=
After the release of Halo 2, Jones took a sabbatical from Bungie, not knowing whether he wanted to continue making games.<ref name=":0">{{cite web |url=https://waypoint.vice.com/en_us/article/xwqjg3/the-complete-untold-history-of-halo-an-oral-history |title=The Complete, Untold History of Halo |last=Haske |first=Steve |date=May 30, 2017 |website=Waypoint |access-date=October 27, 2017 |url-status=live |archive-url=https://web.archive.org/web/20171015035138/https://waypoint.vice.com/en_us/article/xwqjg3/the-complete-untold-history-of-halo-an-oral-history |archive-date=October 15, 2017}}</ref> As Jones returned, his involvement with Halo began to diminish,<ref name=":0" /> as Jones tended to 'dislike' sequels.<ref>{{cite web |url=http://pid.bungie.org/IMGjasoninterviewOct93.html |title=IMG Interview: Bungie's Jason Jones |last=Rouse III |first=Richard |author-link=Richard Rouse III |website=pid.bungie.org |access-date=October 27, 2017 |url-status=live |archive-url=https://web.archive.org/web/20170907140327/http://pid.bungie.org/IMGjasoninterviewOct93.html |archive-date=September 7, 2017}}</ref> He desired to build a new intellectual property.<ref name=":1">{{cite book |last=Schreier |first=Jason |year=2017 |title=Blood, Sweat, and Pixels |___location=New York City |publisher=[[Harper Paperbacks]] |pages=176–200 |isbn=9780062651235}}</ref> Jones worked closely with colleague [[Jaimie Griesemer]] who was working on his own internal project named "Dragon's Tavern" which Griesemer described to be a "third person fantasy game"<ref name=":1" /> In the end however, Jones had the most power at Bungie, despite not being the President he was the majority share-holder and his vision of the studio was his alone to decide.<ref name=":1" /> Ultimately, Jason got his way with the studio's next project and worked with Griesemer to combine his ideas of "Dragon's Tavern" with what would be ''[[Destiny (video game)|Destiny]]''.<ref name=":1" /> As development continued, and with Griesemer gone, the writing team led by [[Joseph Staten]] had created a "Super-Cut" which was essentially a summary of the game's story-line. The super-cut was poorly received by Jones and the rest of the studio.<ref name=":1" /> Shortly after, Jones decided to scrap the writing team's work and effectively re-write the story very late into production with [[Martin O'Donnell|Marty O'Donnell]], believing it was not feasible and almost impossible to complete.<ref name=":1" /> Knowing the game was in peril with his proposed reboot of the story, Jones formed a group called the "Iron Bar" composed of art director Christopher Barrett, designer [[Luke Smith (writer)|Luke Smith]] and writer Eric Raab, an experienced book editor.<ref name=":1" /> Jones and the rest of Bungie carried on to release ''Destiny'' on September 9, 2014.<ref name=":1" />
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